/Engine/Plugins/VirtualProduction/CameraCalibrationCore/Source/CameraCalibrationCore/Public/CalibrationPointComponent.h
One or more instances of this component can be added to an actor (e.g. a static mesh actor blueprint), and should be placed at geometrically and visually distinct landmarks of the object. These 3d points will then be optionally used by any given nodal offset tool implementation to make a 3d-2d correspondence with the 2d points detected in the live action media.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=(Calibration), Meta=(BlueprintSpawnableComponent), Meta=(DisplayName="Calibration Point")) class UCalibrationPointComponent : public [UProceduralMeshComponent](API\Plugins\ProceduralMeshComponent\UProceduralMeshComponent)
bool
bVisualizePointsInEditor
Draws a visual representation of the calibration points
float
PointVisualizationScale
Scales up/down the size of the point visualization meshes
TMap<FString, ...
SubPoints
A way to group many points in a single component
TEnumAsByte<EC...
VisualizationShape
Shape used to visualize the calibration (sub)points